using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using DL_Content_Builder;
using System.Diagnostics;
using System.Net;
using System.IO;
using System.Xml;
using EsuApiLib;

namespace MonsterMashGame2
{


    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        protected GraphicsDeviceManager graphics;
        protected ShowAtmosModel atmosScreen = null;
        protected ShowDocumentumModel dctmScreen = null;
        protected PickScreen pickScreen = null;
        protected SpriteBatch spriteBatch = null;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            spriteBatch = new SpriteBatch(GraphicsDevice);

            pickScreen = new PickScreen(this, spriteBatch);
            dctmScreen = new ShowDocumentumModel(this);
            atmosScreen = new ShowAtmosModel(this);

            Components.Add(pickScreen);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            //Monster Mash:
            if (Keyboard.GetState().IsKeyDown(Keys.P))
            {
                Components.Clear();
                Components.Add(pickScreen);
            }
            else if (CurrentState.State == GameState.AtmosScreen)
            {
                Components.Clear();
                Components.Add(atmosScreen);
            }
            else if (CurrentState.State == GameState.DocumentumScreen)
            {
                Components.Clear();
                Components.Add(dctmScreen);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            if (null == Components || Components.Count == 0)
            {
                return;
            }

            GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin();

            foreach (GameComponent component in Components)
            {
                if (component is PickScreen)
                {
                    (component as PickScreen).Draw();
                }
                else if (component is ShowDocumentumModel)
                {
                    (component as ShowDocumentumModel).Draw(gameTime);
                }
                else if (component is ShowAtmosModel)
                {
                    (component as ShowAtmosModel).Draw(gameTime);
                }
            }

            base.Draw(gameTime);
            spriteBatch.End();
        }





    }
}
